コード例 #1
0
double FFileManagerGeneric::GetFileAgeSeconds( const TCHAR* Filename )
{
	// make sure it exists
	if (!GetLowLevel().FileExists(Filename))
	{
		return -1.0;
	}
	// get difference in time between now (UTC) and the filetime
	FTimespan Age = FDateTime::UtcNow() - GetTimeStamp(Filename);
	return Age.GetTotalSeconds();
}
コード例 #2
0
float AFPSGPlayerController::timeUntilRespawn()
{
	float timeToRespawn = 0.0f;
	
	if (!isAlive)
	{
		if (timeOfDeath != FDateTime::MinValue())
		{
			FTimespan timeSinceDeath = FDateTime::Now() - timeOfDeath;
			timeToRespawn = respawnTime - static_cast<float>(timeSinceDeath.GetTotalSeconds());
		}
	}
	
	return timeToRespawn;
}
コード例 #3
0
ファイル: Timespan.cpp プロジェクト: frobro98/UnrealSource
bool FTimespan::Parse( const FString& TimespanString, FTimespan& OutTimespan )
{
	// @todo gmp: implement stricter FTimespan parsing; this implementation is too forgiving.
	FString TokenString = TimespanString.Replace(TEXT("."), TEXT(":"));

	bool Negative = TokenString.StartsWith(TEXT("-"));

	TokenString.ReplaceInline(TEXT("-"), TEXT(":"), ESearchCase::CaseSensitive);

	TArray<FString> Tokens;
	TokenString.ParseIntoArray(Tokens, TEXT(":"), true);

	if (Tokens.Num() == 4)
	{
		Tokens.Insert(TEXT("0"), 0);
	}

	if (Tokens.Num() == 5)
	{
		OutTimespan.Assign(FCString::Atoi(*Tokens[0]), FCString::Atoi(*Tokens[1]), FCString::Atoi(*Tokens[2]), FCString::Atoi(*Tokens[3]), FCString::Atoi(*Tokens[4]));

		if (Negative)
		{
			OutTimespan.Ticks *= -1;
		}

		return true;
	}

	return false;
}
コード例 #4
0
bool FAndroidMediaPlayer::Seek(const FTimespan& Time)
{
	if (MediaState == EMediaState::Prepared || MediaState == EMediaState::Started ||
		MediaState == EMediaState::Paused || MediaState == EMediaState::PlaybackCompleted)
	{
		JavaMediaPlayer->SeekTo(Time.GetMilliseconds());
		return true;
	}
	else
	{
		return false;
	}
}
コード例 #5
0
EIPv6SocketInternalState::Return FSocketBSDIPv6::HasState(EIPv6SocketInternalState::Param State, FTimespan WaitTime)
{
#if PLATFORM_HAS_BSD_SOCKET_FEATURE_SELECT
	// convert WaitTime to a timeval
	timeval Time;
	Time.tv_sec = (int32)WaitTime.GetTotalSeconds();
	Time.tv_usec = WaitTime.GetMilliseconds() * 1000;

	fd_set SocketSet;

	// Set up the socket sets we are interested in (just this one)
	FD_ZERO(&SocketSet);
	FD_SET(Socket, &SocketSet);

	// Check the status of the state
	int32 SelectStatus = 0;
	switch (State)
	{
		case EIPv6SocketInternalState::CanRead:
			SelectStatus = select(Socket + 1, &SocketSet, NULL, NULL, &Time);
			break;
		case EIPv6SocketInternalState::CanWrite:
			SelectStatus = select(Socket + 1, NULL, &SocketSet, NULL, &Time);
			break;
		case EIPv6SocketInternalState::HasError:
			SelectStatus = select(Socket + 1, NULL, NULL, &SocketSet, &Time);
			break;
	}

	// if the select returns a positive number, the socket had the state, 0 means didn't have it, and negative is API error condition (not socket's error state)
	return SelectStatus > 0  ? EIPv6SocketInternalState::Yes : 
		   SelectStatus == 0 ? EIPv6SocketInternalState::No : 
		   EIPv6SocketInternalState::EncounteredError;
#else
	UE_LOG(LogSockets, Fatal, TEXT("This platform doesn't support select(), but FSocketBSD::HasState was not overridden"));
	return EIPv6SocketInternalState::EncounteredError;
#endif
}
コード例 #6
0
void AEscapeBallGameMode::Tick(float DeltaSeconds)
{
	// Add time to the total Time
	totalGameTime += DeltaSeconds;

	FTimespan timeFormatter = FTimespan(0, 0, 0, FMath::Floor(totalGameTime), FMath::Floor(FMath::Fmod(totalGameTime, 1.0f)*1000.0f));
	totalGameTimeString = timeFormatter.ToString();

	// Check if player has touched the goal.

	UWorld* worldRef = GetWorld();

	//ADestinationGoal* goalRef = Cast<ADestinationGoal>(goal);

	if (goal && goal->isTriggered())
	{
		//GEngine->AddOnScreenDebugMessage(-1, 0.1f, FColor::Yellow, TEXT("Reached Goal"));

		UGameplayStatics::OpenLevel(GWorld, "LevelEditorQuickStartGuide", false, "");
	}

	
}
コード例 #7
0
void AUISurfaceActor::HandleVirtualTouchInput(FVector ActionHandPalmLocation, FVector ActionHandFingerLocation) {
	FVector ActorSpaceActionFingerLocation = this->GetTransform().InverseTransformPosition(ActionHandFingerLocation);
	FVector ActorSpaceActionPalmLocation = this->GetTransform().InverseTransformPosition(ActionHandPalmLocation);
	FVector ActorSpaceActionFingerPreviousLocation = this->GetTransform().InverseTransformPosition(ActionHandPreviousFingerLocation);
	FVector ActorSpaceActionPalmPreviousLocation = this->GetTransform().InverseTransformPosition(ActionHandPreviousPalmLocation);
	FVector ActorSpaceActionFingerLocationXY = ActorSpaceActionFingerLocation;
	ActorSpaceActionFingerLocationXY.Z = 0.0;
	FVector ActorSpacePointerFingerLocationXYWorld = this->GetTransform().TransformPosition(ActorSpaceActionFingerLocationXY);
	FVector PointerFingerPixelCoordinates = GetViewPixelCoordinatesFromActorLocation(ActorSpaceActionFingerLocationXY);
	if (ActorSpaceActionFingerLocation.Z <= 0) { // finger is across plane
		if (!PointerFingerAcrossPlane) { // finger was not previously across plane, so handle as mouse click and set across flag to true
			HandleMouseDownEventAtCoordinates(PointerFingerPixelCoordinates);
			DrawDebugSphere(GetWorld(), ActorSpacePointerFingerLocationXYWorld, 0.6, 12, FColor::Cyan, true, 0.1);
			PointerFingerAcrossPlane = true;
		}
		else { // was already across plane
		}
		// handle scrolling
		FVector CurrentPalmPixelCoordinates = GetViewPixelCoordinatesFromActorLocation(ActorSpaceActionPalmLocation);
		FVector PreviousPalmPixelCoordinates = GetViewPixelCoordinatesFromActorLocation(ActorSpaceActionPalmPreviousLocation);
		float NumPixelsMovedY = CurrentPalmPixelCoordinates.Y - PreviousPalmPixelCoordinates.Y; // if negative means palm is moving up so should scroll down
		if (abs(NumPixelsMovedY) >= ScrollNumPixelsThreshold) {
			float WheelTicksY = NumPixelsMovedY / PixelToWheelTickScalingFactor;
			HandleYScrollIncrementEvent(WheelTicksY);
		}
		// Handle left/right swipe
		// NOTE: was a simple left swipe to go Back before, but since there were too many false positives have more complicated gesture linking left and right swipes to go Back
		float NumPixelsMovedX = CurrentPalmPixelCoordinates.X - PreviousPalmPixelCoordinates.X; 
		if (abs(NumPixelsMovedX) >= SwipeLengthPixelsThreshold) { 
			FDateTime CurrentTime = FDateTime::Now();
			if (NumPixelsMovedX < 0) { // is left swipe
				FTimespan TimeBetweenLeftSwipes = CurrentTime - LastLeftSwipeTime;
				if (TimeBetweenLeftSwipes.GetTotalMilliseconds() >= MinMillisecondsBetweenSwipes) { // check if there has been enough elapsed time since last swipe
					LastLeftSwipeTime = CurrentTime;
				}
			}
			else { // is right swipe
				FTimespan TimeBetweenRightSwipes = CurrentTime - LastRightSwipeTime;
				if (TimeBetweenRightSwipes.GetTotalMilliseconds() >= MinMillisecondsBetweenSwipes) { // check if there has been enough elapsed time since last swipe
					LastRightSwipeTime = CurrentTime;
					FTimespan TimeBetweenLeftAndRightSwipes = LastRightSwipeTime - LastLeftSwipeTime;
					if (TimeBetweenLeftAndRightSwipes.GetTotalMilliseconds() <= MaxMillisecondsLinkingSwipes) { // check right swipe is linked to the previous left swipe
						HandleBackEvent();
					}
				}
			}
		}
		
	}
	else { // finger is not across plane
		if (PointerFingerAcrossPlane) { // set across flag to false if it was set to true
			PointerFingerAcrossPlane = false ;
			HandleMouseUpEventAtCoordinates(PointerFingerPixelCoordinates);
		}
		// check for hover state
		if (ActorSpaceActionFingerLocation.Z <= this->HoverDistance) { // check for hovering
			PointerFingerIsHovering = true;
			DrawDebugSphere(GetWorld(), ActorSpacePointerFingerLocationXYWorld, 0.5, 12, FColor::Magenta);
			HandleMouseoverEventPixelCoordinates(PointerFingerPixelCoordinates);
		}
		else {
			if (PointerFingerIsHovering) {
				PointerFingerIsHovering = false;
			}
		}
	}
    // Now that we are done with Leap processing let's set the previous hand locations to the current hand locations
    ActionHandPreviousPalmLocation = ActionHandPalmLocation;
    ActionHandPreviousFingerLocation = ActionHandFingerLocation;
}
コード例 #8
0
ファイル: LegacyText.cpp プロジェクト: Foreven/Unreal4-1
FText FText::AsTimespan( const FTimespan& Timespan, const FCulturePtr& TargetCulture)
{
	checkf(FInternationalization::Get().IsInitialized() == true, TEXT("FInternationalization is not initialized. An FText formatting method was likely used in static object initialization - this is not supported."));
	FDateTime DateTime(Timespan.GetTicks());
	return FText::FromString( DateTime.ToString( TEXT("%H.%M.%S") ) );
}
コード例 #9
0
TArray<FColor> USceneCapturer::SaveAtlas(FString Folder, const TArray<FColor>& SurfaceData)
{
	SCOPE_CYCLE_COUNTER( STAT_SPSavePNG );
	
    TArray<FColor> SphericalAtlas;
    SphericalAtlas.AddZeroed(SphericalAtlasWidth * SphericalAtlasHeight);

    const FVector2D slicePlaneDim = FVector2D(
        2.0f * FMath::Tan(FMath::DegreesToRadians(sliceHFov) / 2.0f),
        2.0f * FMath::Tan(FMath::DegreesToRadians(sliceVFov) / 2.0f));

    //For each direction,
    //    Find corresponding slice
    //    Calculate intersection of slice plane
    //    Calculate intersection UVs by projecting onto plane tangents
    //    Supersample that UV coordinate from the unprojected atlas
    {
        SCOPE_CYCLE_COUNTER(STAT_SPSampleSpherical);
        // Dump out how long the process took
        const FDateTime SamplingStartTime = FDateTime::UtcNow();
        UE_LOG(LogStereoPanorama, Log, TEXT("Sampling atlas..."));

        for (int32 y = 0; y < SphericalAtlasHeight; y++)
        {
            for (int32 x = 0; x < SphericalAtlasWidth; x++)
            {
                FLinearColor samplePixelAccum = FLinearColor(0, 0, 0, 0);

                //TODO: ikrimae: Seems that bilinear filtering sans supersampling is good enough. Supersampling sans bilerp seems best.
                //               After more tests, come back to optimize by folding supersampling in and remove this outer sampling loop.
                const auto& ssPattern = g_ssPatterns[SSMethod];

                for (int32 SampleCount = 0; SampleCount < ssPattern.numSamples; SampleCount++)
                {
                    const float sampleU = ((float)x + ssPattern.ssOffsets[SampleCount].X) / SphericalAtlasWidth;
                    const float sampleV = ((float)y + ssPattern.ssOffsets[SampleCount].Y) / SphericalAtlasHeight;

                    const float sampleTheta = sampleU * 360.0f;
                    const float samplePhi = sampleV * 180.0f;

                    const FVector sampleDir = FVector(
                        FMath::Sin(FMath::DegreesToRadians(samplePhi)) * FMath::Cos(FMath::DegreesToRadians(sampleTheta)),
                        FMath::Sin(FMath::DegreesToRadians(samplePhi)) * FMath::Sin(FMath::DegreesToRadians(sampleTheta)),
                        FMath::Cos(FMath::DegreesToRadians(samplePhi)));


                    //TODO: ikrimae: ugh, ugly.
                    const int32 sliceXIndex = FMath::TruncToInt(FRotator::ClampAxis(sampleTheta + hAngIncrement / 2.0f) / hAngIncrement);
                    int32 sliceYIndex = 0;

                    //Slice Selection = slice with max{sampleDir dot  sliceNormal }
                    {
                        float largestCosAngle = 0;
                        for (int VerticalStep = 0; VerticalStep < NumberOfVerticalSteps; VerticalStep++)
                        {
                            const FVector2D sliceCenterThetaPhi = FVector2D(
                                hAngIncrement * sliceXIndex,
                                vAngIncrement * VerticalStep);

                            //TODO: ikrimae: There has got to be a faster way. Rethink reparametrization later
                            const FVector sliceDir = FVector(
                                FMath::Sin(FMath::DegreesToRadians(sliceCenterThetaPhi.Y)) * FMath::Cos(FMath::DegreesToRadians(sliceCenterThetaPhi.X)),
                                FMath::Sin(FMath::DegreesToRadians(sliceCenterThetaPhi.Y)) * FMath::Sin(FMath::DegreesToRadians(sliceCenterThetaPhi.X)),
                                FMath::Cos(FMath::DegreesToRadians(sliceCenterThetaPhi.Y)));

                            const float cosAngle = sampleDir | sliceDir;

                            if (cosAngle > largestCosAngle)
                            {
                                largestCosAngle = cosAngle;
                                sliceYIndex = VerticalStep;
                            }
                        }
                    }


                    const FVector2D sliceCenterThetaPhi = FVector2D(
                        hAngIncrement * sliceXIndex,
                        vAngIncrement * sliceYIndex);

                    //TODO: ikrimae: Reparameterize with an inverse mapping (e.g. project from slice pixels onto final u,v coordinates.
                    //               Should make code simpler and faster b/c reduces to handful of sin/cos calcs per slice. 
                    //               Supersampling will be more difficult though.

                    const FVector sliceDir = FVector(
                        FMath::Sin(FMath::DegreesToRadians(sliceCenterThetaPhi.Y)) * FMath::Cos(FMath::DegreesToRadians(sliceCenterThetaPhi.X)),
                        FMath::Sin(FMath::DegreesToRadians(sliceCenterThetaPhi.Y)) * FMath::Sin(FMath::DegreesToRadians(sliceCenterThetaPhi.X)),
                        FMath::Cos(FMath::DegreesToRadians(sliceCenterThetaPhi.Y)));

                    const FPlane slicePlane = FPlane(sliceDir, -sliceDir);

                    //Tangents from partial derivatives of sphere equation
                    const FVector slicePlanePhiTangent = FVector(
                        FMath::Cos(FMath::DegreesToRadians(sliceCenterThetaPhi.Y)) * FMath::Cos(FMath::DegreesToRadians(sliceCenterThetaPhi.X)),
                        FMath::Cos(FMath::DegreesToRadians(sliceCenterThetaPhi.Y)) * FMath::Sin(FMath::DegreesToRadians(sliceCenterThetaPhi.X)),
                        -FMath::Sin(FMath::DegreesToRadians(sliceCenterThetaPhi.Y))).GetSafeNormal();

                    //Should be reconstructed to get around discontinuity of theta tangent at nodal points
                    const FVector slicePlaneThetaTangent = (sliceDir ^ slicePlanePhiTangent).GetSafeNormal();
                    //const FVector slicePlaneThetaTangent = FVector(
                    //    -FMath::Sin(FMath::DegreesToRadians(sliceCenterThetaPhi.Y)) * FMath::Sin(FMath::DegreesToRadians(sliceCenterThetaPhi.X)),
                    //    FMath::Sin(FMath::DegreesToRadians(sliceCenterThetaPhi.Y)) * FMath::Cos(FMath::DegreesToRadians(sliceCenterThetaPhi.X)),
                    //    0).SafeNormal();

                    check(!slicePlaneThetaTangent.IsZero() && !slicePlanePhiTangent.IsZero());

                    const double t = (double)-slicePlane.W / (sampleDir | sliceDir);
                    const FVector sliceIntersection = FVector(t * sampleDir.X, t * sampleDir.Y, t * sampleDir.Z);

                    //Calculate scalar projection of sliceIntersection onto tangent vectors. a dot b / |b| = a dot b when tangent vectors are normalized
                    //Then reparameterize to U,V of the sliceplane based on slice plane dimensions
                    const float sliceU = (sliceIntersection | slicePlaneThetaTangent) / slicePlaneDim.X;
                    const float sliceV = (sliceIntersection | slicePlanePhiTangent) / slicePlaneDim.Y;

                    check(sliceU >= -(0.5f + KINDA_SMALL_NUMBER) &&
                        sliceU <= (0.5f + KINDA_SMALL_NUMBER));

                    check(sliceV >= -(0.5f + KINDA_SMALL_NUMBER) &&
                        sliceV <= (0.5f + KINDA_SMALL_NUMBER));

                    //TODO: ikrimae: Supersample/bilinear filter
                    const int32 slicePixelX = FMath::TruncToInt(dbgMatchCaptureSliceFovToAtlasSliceFov ? sliceU * StripWidth : sliceU * CaptureWidth);
                    const int32 slicePixelY = FMath::TruncToInt(dbgMatchCaptureSliceFovToAtlasSliceFov ? sliceV * StripHeight : sliceV * CaptureHeight);

                    FLinearColor slicePixelSample;

                    if (bEnableBilerp)
                    {
                        //TODO: ikrimae: Clean up later; too tired now
                        const int32 sliceCenterPixelX = (sliceXIndex + 0.5f) * StripWidth;
                        const int32 sliceCenterPixelY = (sliceYIndex + 0.5f) * StripHeight;

                        const FIntPoint atlasSampleTL(sliceCenterPixelX + FMath::Clamp(slicePixelX    , -StripWidth/2, StripWidth/2), sliceCenterPixelY + FMath::Clamp(slicePixelY    , -StripHeight/2, StripHeight/2));
                        const FIntPoint atlasSampleTR(sliceCenterPixelX + FMath::Clamp(slicePixelX + 1, -StripWidth/2, StripWidth/2), sliceCenterPixelY + FMath::Clamp(slicePixelY    , -StripHeight/2, StripHeight/2));
                        const FIntPoint atlasSampleBL(sliceCenterPixelX + FMath::Clamp(slicePixelX    , -StripWidth/2, StripWidth/2), sliceCenterPixelY + FMath::Clamp(slicePixelY + 1, -StripHeight/2, StripHeight/2));
                        const FIntPoint atlasSampleBR(sliceCenterPixelX + FMath::Clamp(slicePixelX + 1, -StripWidth/2, StripWidth/2), sliceCenterPixelY + FMath::Clamp(slicePixelY + 1, -StripHeight/2, StripHeight/2));

                        const FColor pixelColorTL = SurfaceData[atlasSampleTL.Y * UnprojectedAtlasWidth + atlasSampleTL.X];
                        const FColor pixelColorTR = SurfaceData[atlasSampleTR.Y * UnprojectedAtlasWidth + atlasSampleTR.X];
                        const FColor pixelColorBL = SurfaceData[atlasSampleBL.Y * UnprojectedAtlasWidth + atlasSampleBL.X];
                        const FColor pixelColorBR = SurfaceData[atlasSampleBR.Y * UnprojectedAtlasWidth + atlasSampleBR.X];

                        const float fracX = FMath::Frac(dbgMatchCaptureSliceFovToAtlasSliceFov ? sliceU * StripWidth : sliceU * CaptureWidth);
                        const float fracY = FMath::Frac(dbgMatchCaptureSliceFovToAtlasSliceFov ? sliceV * StripHeight : sliceV * CaptureHeight);

                        //Reinterpret as linear (a.k.a dont apply srgb inversion)
                        slicePixelSample = FMath::BiLerp(
                            pixelColorTL.ReinterpretAsLinear(), pixelColorTR.ReinterpretAsLinear(),
                            pixelColorBL.ReinterpretAsLinear(), pixelColorBR.ReinterpretAsLinear(),
                            fracX, fracY);
                    }
                    else
                    {
                        const int32 sliceCenterPixelX = (sliceXIndex + 0.5f) * StripWidth;
                        const int32 sliceCenterPixelY = (sliceYIndex + 0.5f) * StripHeight;

                        const int32 atlasSampleX = sliceCenterPixelX + slicePixelX;
                        const int32 atlasSampleY = sliceCenterPixelY + slicePixelY;


                        slicePixelSample = SurfaceData[atlasSampleY * UnprojectedAtlasWidth + atlasSampleX].ReinterpretAsLinear();
                    }

                    samplePixelAccum += slicePixelSample;

                    ////Output color map of projections
                    //const FColor debugEquiColors[12] = {
                    //    FColor(205, 180, 76),
                    //    FColor(190, 88, 202),
                    //    FColor(127, 185, 194),
                    //    FColor(90, 54, 47),
                    //    FColor(197, 88, 53),
                    //    FColor(197, 75, 124),
                    //    FColor(130, 208, 72),
                    //    FColor(136, 211, 153),
                    //    FColor(126, 130, 207),
                    //    FColor(83, 107, 59),
                    //    FColor(200, 160, 157),
                    //    FColor(80, 66, 106)
                    //};

                    //samplePixelAccum = ssPattern.numSamples * debugEquiColors[sliceYIndex * 4 + sliceXIndex];
                }

                SphericalAtlas[y * SphericalAtlasWidth + x] = (samplePixelAccum / ssPattern.numSamples).Quantize();

                // Force alpha value
                if (bForceAlpha)
                {
                    SphericalAtlas[y * SphericalAtlasWidth + x].A = 255;
                }
            }
        }

        //Blit the first column into the last column to make the stereo image seamless at theta=360
        for (int32 y = 0; y < SphericalAtlasHeight; y++)
        {
            SphericalAtlas[y * SphericalAtlasWidth + (SphericalAtlasWidth - 1)] = SphericalAtlas[y * SphericalAtlasWidth + 0];
        }

        const FTimespan SamplingDuration = FDateTime::UtcNow() - SamplingStartTime;
        UE_LOG(LogStereoPanorama, Log, TEXT("...done! Duration: %g seconds"), SamplingDuration.GetTotalSeconds());
    }
	
	// Generate name
	FString FrameString = FString::Printf( TEXT( "%s_%05d.png" ), *Folder, CurrentFrameCount );
    FString AtlasName =  OutputDir / Timestamp / FrameString;
    
	UE_LOG( LogStereoPanorama, Log, TEXT( "Writing atlas: %s" ), *AtlasName );

	// Write out PNG
    //TODO: ikrimae: Use threads to write out the images for performance
	IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper( EImageFormat::PNG );
    ImageWrapper->SetRaw(SphericalAtlas.GetData(), SphericalAtlas.GetAllocatedSize(), SphericalAtlasWidth, SphericalAtlasHeight, ERGBFormat::BGRA, 8);
	const TArray<uint8>& PNGData = ImageWrapper->GetCompressed(100);
	FFileHelper::SaveArrayToFile( PNGData, *AtlasName );

    if (FStereoPanoramaManager::GenerateDebugImages->GetInt() != 0)
    {
        FString FrameStringUnprojected = FString::Printf(TEXT("%s_%05d_Unprojected.png"), *Folder, CurrentFrameCount);
        FString AtlasNameUnprojected = OutputDir / Timestamp / FrameStringUnprojected;

        ImageWrapper->SetRaw(SurfaceData.GetData(), SurfaceData.GetAllocatedSize(), UnprojectedAtlasWidth, UnprojectedAtlasHeight, ERGBFormat::BGRA, 8);
        const TArray<uint8>& PNGDataUnprojected = ImageWrapper->GetCompressed(100);
        FFileHelper::SaveArrayToFile(PNGData, *AtlasNameUnprojected);
    }
	ImageWrapper.Reset();

	UE_LOG( LogStereoPanorama, Log, TEXT( " ... done!" ), *AtlasName );

    return SphericalAtlas;
}
コード例 #10
0
float UKismetMathLibrary::GetTotalSeconds( FTimespan A )
{
	return A.GetTotalSeconds();
}
コード例 #11
0
float UKismetMathLibrary::GetTotalMinutes( FTimespan A )
{
	return A.GetTotalMinutes();
}
コード例 #12
0
int32 UKismetMathLibrary::GetSeconds( FTimespan A )
{
	return A.GetSeconds();
}
コード例 #13
0
int32 UKismetMathLibrary::GetMinutes( FTimespan A )
{
	return A.GetMinutes();
}
コード例 #14
0
int32 UKismetMathLibrary::GetHours( FTimespan A )
{
	return A.GetHours();
}
コード例 #15
0
FTimespan UKismetMathLibrary::GetDuration( FTimespan A )
{
	return A.GetDuration();
}
コード例 #16
0
/**
* Dumps the information held within the EditorPerfCaptureParameters struct into a CSV file.
* @param EditorPerfStats is the name of the struct that holds the needed performance information.
*/
void EditorPerfDump(EditorPerfCaptureParameters& EditorPerfStats)
{
	UE_LOG(LogEditorAutomationTests, Log, TEXT("Begin generating the editor performance charts."));

	//The file location where to save the data.
	FString DataFileLocation = FPaths::Combine(*FPaths::AutomationLogDir(), TEXT("Performance"), *EditorPerfStats.MapName);

	//Get the map load time (in seconds) from the text file that is created when the load map latent command is ran.
	EditorPerfStats.MapLoadTime = 0;
	FString MapLoadTimeFileLocation = FPaths::Combine(*DataFileLocation, TEXT("RAWMapLoadTime.txt"));
	if (FPaths::FileExists(*MapLoadTimeFileLocation))
	{
		TArray<FString> SavedMapLoadTimes;
		FAutomationEditorCommonUtils::CreateArrayFromFile(MapLoadTimeFileLocation, SavedMapLoadTimes);
		EditorPerfStats.MapLoadTime = FCString::Atof(*SavedMapLoadTimes.Last());
	}
	
	//Filename for the RAW csv which holds the data gathered from a single test ran.
	FString RAWCSVFilePath = FString::Printf(TEXT("%s/RAW_%s_%s.csv"), *DataFileLocation, *EditorPerfStats.MapName, *FDateTime::Now().ToString());

	//Filename for the pretty csv file.
	FString PerfCSVFilePath = FString::Printf(TEXT("%s/%s_Performance.csv"), *DataFileLocation, *EditorPerfStats.MapName);

	//Create the raw csv and then add the title row it.
	FArchive* RAWCSVArchive = IFileManager::Get().CreateFileWriter(*RAWCSVFilePath);
	FString RAWCSVLine = (TEXT("Map Name, Changelist, Time Stamp, Map Load Time, Average FPS, Frame Time, Used Physical Memory, Used Virtual Memory, Used Peak Physical, Used Peak Virtual, Available Physical Memory, Available Virtual Memory\n"));
	RAWCSVArchive->Serialize(TCHAR_TO_ANSI(*RAWCSVLine), RAWCSVLine.Len());

	//Dump the stats from each run to the raw csv file and then close it.
	for (int32 i = 0; i < EditorPerfStats.TimeStamp.Num(); i++)
	{
		//If the raw file isn't available to write to then we'll fail back this test.
		if ( FAutomationEditorCommonUtils::IsArchiveWriteable(RAWCSVFilePath, RAWCSVArchive))
		{
			RAWCSVLine = FString::Printf(TEXT("%s,%s,%s,%.3f,%.1f,%.1f,%.0f,%.0f,%.0f,%.0f,%.0f,%.0f%s"), *EditorPerfStats.MapName, *FEngineVersion::Current().ToString(EVersionComponent::Changelist), *EditorPerfStats.FormattedTimeStamp[i], EditorPerfStats.MapLoadTime, EditorPerfStats.AverageFPS[i], EditorPerfStats.AverageFrameTime[i], EditorPerfStats.UsedPhysical[i], EditorPerfStats.UsedVirtual[i], EditorPerfStats.PeakUsedPhysical[i], EditorPerfStats.PeakUsedVirtual[i], EditorPerfStats.AvailablePhysical[i], EditorPerfStats.AvailableVirtual[i], LINE_TERMINATOR);
			RAWCSVArchive->Serialize(TCHAR_TO_ANSI(*RAWCSVLine), RAWCSVLine.Len());
		}
	}
	RAWCSVArchive->Close();

	//Get the final pretty data for the Performance csv file.
	float AverageFPS = FAutomationEditorCommonUtils::TotalFromFloatArray(EditorPerfStats.AverageFPS, true);
	float AverageFrameTime = FAutomationEditorCommonUtils::TotalFromFloatArray(EditorPerfStats.AverageFrameTime, true);
	float MemoryUsedPhysical = FAutomationEditorCommonUtils::TotalFromFloatArray(EditorPerfStats.UsedPhysical, true);
	float MemoryAvailPhysAvg = FAutomationEditorCommonUtils::TotalFromFloatArray(EditorPerfStats.AvailablePhysical, true);
	float MemoryAvailVirtualAvg = FAutomationEditorCommonUtils::TotalFromFloatArray(EditorPerfStats.AvailableVirtual, true);
	float MemoryUsedVirtualAvg = FAutomationEditorCommonUtils::TotalFromFloatArray(EditorPerfStats.UsedVirtual, true);
	float MemoryUsedPeak = FAutomationEditorCommonUtils::LargestValueInFloatArray(EditorPerfStats.PeakUsedPhysical);
	float MemoryUsedPeakVirtual = FAutomationEditorCommonUtils::LargestValueInFloatArray(EditorPerfStats.PeakUsedVirtual);

	//TestRunDuration is the length of time the test lasted in ticks.
	FTimespan TestRunDuration = (EditorPerfStats.TimeStamp.Last().GetTicks() - EditorPerfStats.TimeStamp[0].GetTicks()) + ETimespan::TicksPerSecond;

	//The performance csv file will be created if it didn't exist prior to the start of this test.
	if (!FPaths::FileExists(*PerfCSVFilePath))
	{
		FArchive* FinalCSVArchive = IFileManager::Get().CreateFileWriter(*PerfCSVFilePath);
		if ( FAutomationEditorCommonUtils::IsArchiveWriteable(PerfCSVFilePath, FinalCSVArchive))
		{
			FString FinalCSVLine = (TEXT("Date, Map Name, Changelist, Test Run Time , Map Load Time, Average FPS, Average MS, Used Physical KB, Used Virtual KB, Used Peak Physcial KB, Used Peak Virtual KB, Available Physical KB, Available Virtual KB\n"));
			FinalCSVArchive->Serialize(TCHAR_TO_ANSI(*FinalCSVLine), FinalCSVLine.Len());
			FinalCSVArchive->Close();
		}
	}

	//Load the existing performance csv so that it doesn't get saved over and lost.
	FString OldPerformanceCSVFile;
	FFileHelper::LoadFileToString(OldPerformanceCSVFile, *PerfCSVFilePath);
	FArchive* FinalCSVArchive = IFileManager::Get().CreateFileWriter(*PerfCSVFilePath);
	if ( FAutomationEditorCommonUtils::IsArchiveWriteable(PerfCSVFilePath, FinalCSVArchive))
	{
		//Dump the old performance csv file data to the new csv file.
		FinalCSVArchive->Serialize(TCHAR_TO_ANSI(*OldPerformanceCSVFile), OldPerformanceCSVFile.Len());

		//Dump the pretty stats to the Performance CSV file and then close it so we can edit it while the engine is still running.
		FString FinalCSVLine = FString::Printf(TEXT("%s,%s,%s,%.0f,%.3f,%.1f,%.1f,%.0f,%.0f,%.0f,%.0f,%.0f,%.0f%s"), *FDateTime::Now().ToString(), *EditorPerfStats.MapName, *FEngineVersion::Current().ToString(EVersionComponent::Changelist), TestRunDuration.GetTotalSeconds(), EditorPerfStats.MapLoadTime, AverageFPS, AverageFrameTime, MemoryUsedPhysical, MemoryUsedVirtualAvg, MemoryUsedPeak, MemoryUsedPeakVirtual, MemoryAvailPhysAvg, MemoryAvailVirtualAvg, LINE_TERMINATOR);
		FinalCSVArchive->Serialize(TCHAR_TO_ANSI(*FinalCSVLine), FinalCSVLine.Len());
		FinalCSVArchive->Close();
	}

	//Display the test results to the user.
	UE_LOG(LogEditorAutomationTests, Display, TEXT("AVG FPS: '%.1f'"), AverageFPS);
	UE_LOG(LogEditorAutomationTests, Display, TEXT("AVG Frame Time: '%.1f' ms"), AverageFrameTime);
	UE_LOG(LogEditorAutomationTests, Display, TEXT("AVG Used Physical Memory: '%.0f' kb"), MemoryUsedPhysical);
	UE_LOG(LogEditorAutomationTests, Display, TEXT("AVG Used Virtual Memory: '%.0f' kb"), MemoryUsedVirtualAvg);
	UE_LOG(LogEditorAutomationTests, Display, TEXT("Performance csv file is located here: %s"), *FPaths::ConvertRelativePathToFull(PerfCSVFilePath));
	UE_LOG(LogEditorAutomationTests, Log, TEXT("Performance csv file is located here: %s"), *FPaths::ConvertRelativePathToFull(PerfCSVFilePath));
	UE_LOG(LogEditorAutomationTests, Log, TEXT("Raw performance csv file is located here: %s"), *FPaths::ConvertRelativePathToFull(RAWCSVFilePath));
}
コード例 #17
0
void USocketIOClientComponent::SetupCallbacks()
{
	//Sync current connected state
	bIsConnected = NativeClient->bIsConnected;
	if (bIsConnected)
	{
		SessionId = NativeClient->SessionId;
		AddressAndPort = NativeClient->AddressAndPort;
	}

	NativeClient->OnConnectedCallback = [this](const FString& InSessionId)
	{
		FLambdaRunnable::RunShortLambdaOnGameThread([this, InSessionId]
		{
			if (this)
			{
				bIsConnected = true;
				SessionId = InSessionId;
				OnConnected.Broadcast(SessionId, bIsHavingConnectionProblems);
				bIsHavingConnectionProblems = false;
			}
		});
	};

	const FSIOCCloseEventSignature OnDisconnectedSafe = OnDisconnected;

	NativeClient->OnDisconnectedCallback = [OnDisconnectedSafe, this](const ESIOConnectionCloseReason Reason)
	{
		FLambdaRunnable::RunShortLambdaOnGameThread([OnDisconnectedSafe, this, Reason]
		{
			if (this && OnDisconnectedSafe.IsBound())
			{
				bIsConnected = false;
				OnDisconnectedSafe.Broadcast(Reason);
			}
		});
	};

	NativeClient->OnNamespaceConnectedCallback = [this](const FString& Namespace)
	{
		FLambdaRunnable::RunShortLambdaOnGameThread([this, Namespace]
		{
			if (this && OnSocketNamespaceConnected.IsBound())
			{
				OnSocketNamespaceConnected.Broadcast(Namespace);
			}
		});
	};

	const FSIOCSocketEventSignature OnSocketNamespaceDisconnectedSafe = OnSocketNamespaceDisconnected;

	NativeClient->OnNamespaceDisconnectedCallback = [this, OnSocketNamespaceDisconnectedSafe](const FString& Namespace)
	{
		FLambdaRunnable::RunShortLambdaOnGameThread([OnSocketNamespaceDisconnectedSafe, this, Namespace]
		{
			if (this && OnSocketNamespaceDisconnectedSafe.IsBound())
			{
				OnSocketNamespaceDisconnectedSafe.Broadcast(Namespace);
			}
		});
	};
	NativeClient->OnReconnectionCallback = [this](const uint32 AttemptCount, const uint32 DelayInMs)
	{
		FLambdaRunnable::RunShortLambdaOnGameThread([this, AttemptCount, DelayInMs]
		{
			//First time we know about this problem?
			if (!bIsHavingConnectionProblems)
			{
				TimeWhenConnectionProblemsStarted = FDateTime::Now();
				bIsHavingConnectionProblems = true;
			}

			FTimespan Difference = FDateTime::Now() - TimeWhenConnectionProblemsStarted;
			float ElapsedInSec = Difference.GetTotalSeconds();

			if (ReconnectionTimeout > 0 && ElapsedInSec>ReconnectionTimeout)
			{
				//Let's stop trying and disconnect if we're using timeouts
				Disconnect();
			}

			if (this && OnConnectionProblems.IsBound())
			{
				OnConnectionProblems.Broadcast(AttemptCount, DelayInMs, ElapsedInSec);
			}
		});
	};

	NativeClient->OnFailCallback = [this]()
	{
		FLambdaRunnable::RunShortLambdaOnGameThread([this]
		{
			OnFail.Broadcast();
		});
	};
}
コード例 #18
0
UUpdateManager::EUpdateStartResult UUpdateManager::StartCheckInternal(bool bInCheckHotfixOnly)
{
	EUpdateStartResult Result = EUpdateStartResult::None;

	if (!ChecksEnabled())
	{
		UE_LOG(LogHotfixManager, Display, TEXT("Update checks disabled!"));
		bInitialUpdateFinished = true;

		auto StartDelegate = [this]()
		{
			CheckComplete(EUpdateCompletionStatus::UpdateSuccess_NoChange);
		};
		
		DelayResponse(StartDelegate, 0.1f);
		return Result;
	}

	if (CurrentUpdateState == EUpdateState::UpdateIdle ||
		CurrentUpdateState == EUpdateState::UpdatePending ||
		CurrentUpdateState == EUpdateState::UpdateComplete)
	{
		bCheckHotfixAvailabilityOnly = bInCheckHotfixOnly;

		// Immediately move into a pending state so the UI state trigger fires
		SetUpdateState(EUpdateState::UpdatePending);

		const EUpdateCompletionStatus LastResult = LastCompletionResult[bCheckHotfixAvailabilityOnly];
		const FTimespan DeltaTime = FDateTime::UtcNow() - LastUpdateCheck[bCheckHotfixAvailabilityOnly];

		const bool bForceCheck = LastResult == EUpdateCompletionStatus::UpdateUnknown ||
								 LastResult == EUpdateCompletionStatus::UpdateFailure_PatchCheck ||
								 LastResult == EUpdateCompletionStatus::UpdateFailure_HotfixCheck ||
								 LastResult == EUpdateCompletionStatus::UpdateFailure_NotLoggedIn;

		static double CacheTimer = UPDATE_CHECK_SECONDS;
		const double TimeSinceCheck = DeltaTime.GetTotalSeconds();
		if (bForceCheck || TimeSinceCheck >= CacheTimer)
		{
			auto StartDelegate = [this]()
			{
				// Check for a patch first, then hotfix application
				StartPatchCheck();
			};

			// Give the UI state widget a chance to start listening for delegates
			DelayResponse(StartDelegate, 0.2f);
			Result = EUpdateStartResult::UpdateStarted;
		}
		else
		{
			UE_LOG(LogHotfixManager, Display, TEXT("Returning cached update result %d"), (int32)LastResult);
			auto StartDelegate = [this, LastResult]()
			{
				CheckComplete(LastResult, false);
			};

			DelayResponse(StartDelegate, 0.1f);
			Result = EUpdateStartResult::UpdateCached;
		}
	}
	else
	{
		UE_LOG(LogHotfixManager, Display, TEXT("Update already in progress"));
	}

	return Result;
}
コード例 #19
0
void FNetworkPlatformFile::InitializeAfterSetActive()
{
	double NetworkFileStartupTime = 0.0;
	{
		SCOPE_SECONDS_COUNTER(NetworkFileStartupTime);

		// send the filenames and timestamps to the server
		FNetworkFileArchive Payload(NFS_Messages::GetFileList);
		FillGetFileList(Payload, false);

		// send the directories over, and wait for a response
		FArrayReader Response;
		if (!SendPayloadAndReceiveResponse(Payload, Response))
		{
			delete Transport; 
			return; 
		}
		else
		{
			// receive the cooked version information
			int32 ServerPackageVersion = 0;
			int32 ServerPackageLicenseeVersion = 0;
			ProcessServerInitialResponse(Response, ServerPackageVersion, ServerPackageLicenseeVersion);

			// receive a list of the cache files and their timestamps
			TMap<FString, FDateTime> ServerCachedFiles;
			Response << ServerCachedFiles;

			bool bDeleteAllFiles = true;
			// Check the stored cooked version
			FString CookedVersionFile = FPaths::GeneratedConfigDir() / TEXT("CookedVersion.txt");

			if (InnerPlatformFile->FileExists(*CookedVersionFile) == true)
			{
				IFileHandle* FileHandle = InnerPlatformFile->OpenRead(*CookedVersionFile);
				if (FileHandle != NULL)
				{
					int32 StoredPackageCookedVersion;
					int32 StoredPackageCookedLicenseeVersion;
					if (FileHandle->Read((uint8*)&StoredPackageCookedVersion, sizeof(int32)) == true)
					{
						if (FileHandle->Read((uint8*)&StoredPackageCookedLicenseeVersion, sizeof(int32)) == true)
						{
							if ((ServerPackageVersion == StoredPackageCookedVersion) &&
								(ServerPackageLicenseeVersion == StoredPackageCookedLicenseeVersion))
							{
								bDeleteAllFiles = false;
							}
							else
							{
								UE_LOG(LogNetworkPlatformFile, Display, 
									TEXT("Engine version mismatch: Server %d.%d, Stored %d.%d\n"), 
									ServerPackageVersion, ServerPackageLicenseeVersion,
									StoredPackageCookedVersion, StoredPackageCookedLicenseeVersion);
							}
						}
					}

					delete FileHandle;
				}
			}
			else
			{
				UE_LOG(LogNetworkPlatformFile, Display, TEXT("Cooked version file missing: %s\n"), *CookedVersionFile);
			}

			if (bDeleteAllFiles == true)
			{
				// Make sure the config file exists...
				InnerPlatformFile->CreateDirectoryTree(*(FPaths::GeneratedConfigDir()));
				// Update the cooked version file
				IFileHandle* FileHandle = InnerPlatformFile->OpenWrite(*CookedVersionFile);
				if (FileHandle != NULL)
				{
					FileHandle->Write((const uint8*)&ServerPackageVersion, sizeof(int32));
					FileHandle->Write((const uint8*)&ServerPackageLicenseeVersion, sizeof(int32));
					delete FileHandle;
				}
			}

			// list of directories to skip
			TArray<FString> DirectoriesToSkip;
			TArray<FString> DirectoriesToNotRecurse;
			// use the timestamp grabbing visitor to get all the content times
			FLocalTimestampDirectoryVisitor Visitor(*InnerPlatformFile, DirectoriesToSkip, DirectoriesToNotRecurse, false);

			TArray<FString> RootContentPaths;
			FPackageName::QueryRootContentPaths( RootContentPaths );
			for( TArray<FString>::TConstIterator RootPathIt( RootContentPaths ); RootPathIt; ++RootPathIt )
			{
				const FString& RootPath = *RootPathIt;
				const FString& ContentFolder = FPackageName::LongPackageNameToFilename(RootPath);

				InnerPlatformFile->IterateDirectory( *ContentFolder, Visitor);
			}

			// delete out of date files using the server cached files
			for (TMap<FString, FDateTime>::TIterator It(ServerCachedFiles); It; ++It)
			{
				bool bDeleteFile = bDeleteAllFiles;
				FString ServerFile = It.Key();

				// Convert the filename to the client version
				ConvertServerFilenameToClientFilename(ServerFile);

				// Set it in the visitor file times list
				Visitor.FileTimes.Add(ServerFile, FDateTime::MinValue());

				if (bDeleteFile == false)
				{
					// Check the time stamps...
					// get local time
					FDateTime LocalTime = InnerPlatformFile->GetTimeStamp(*ServerFile);
					// If local time == MinValue than the file does not exist in the cache.
					if (LocalTime != FDateTime::MinValue())
					{
						FDateTime ServerTime = It.Value();
						// delete if out of date
						// We will use 1.0 second as the tolerance to cover any platform differences in resolution
						FTimespan TimeDiff = LocalTime - ServerTime;
						double TimeDiffInSeconds = TimeDiff.GetTotalSeconds();
						bDeleteFile = (TimeDiffInSeconds > 1.0) || (TimeDiffInSeconds < -1.0);
						if (bDeleteFile == true)
						{
							if (InnerPlatformFile->FileExists(*ServerFile) == true)
							{
								UE_LOG(LogNetworkPlatformFile, Display, TEXT("Deleting cached file: TimeDiff %5.3f, %s"), TimeDiffInSeconds, *It.Key());
							}
							else
							{
								// It's a directory
								bDeleteFile = false;
							}
						}
					}
				}
				if (bDeleteFile == true)
				{
					InnerPlatformFile->DeleteFile(*ServerFile);
				}
			}

			// Any content files we have locally that were not cached, delete them
			for (TMap<FString, FDateTime>::TIterator It(Visitor.FileTimes); It; ++It)
			{
				if (It.Value() != FDateTime::MinValue())
				{
					// This was *not* found in the server file list... delete it
					UE_LOG(LogNetworkPlatformFile, Display, TEXT("Deleting cached file: %s"), *It.Key());
					InnerPlatformFile->DeleteFile(*It.Key());
				}
			}

			// make sure we can sync a file
			FString TestSyncFile = FPaths::Combine(*(FPaths::EngineDir()), TEXT("Config/BaseEngine.ini"));

			InnerPlatformFile->SetReadOnly(*TestSyncFile, false);
			InnerPlatformFile->DeleteFile(*TestSyncFile);
			if (InnerPlatformFile->FileExists(*TestSyncFile))
			{
				UE_LOG(LogNetworkPlatformFile, Fatal, TEXT("Could not delete file sync test file %s."), *TestSyncFile);
			}

			EnsureFileIsLocal(TestSyncFile);

			if (!InnerPlatformFile->FileExists(*TestSyncFile) || InnerPlatformFile->FileSize(*TestSyncFile) < 1)
			{
				UE_LOG(LogNetworkPlatformFile, Fatal, TEXT("Could not sync test file %s."), *TestSyncFile);
			}
		}
	}

	FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Network file startup time: %5.3f seconds\n"), NetworkFileStartupTime);

}
コード例 #20
0
void UHTNPlannerComponent::ProcessExecutionRequest()
{
	bRequestedExecutionUpdate = false;
	if(!IsRegistered())
	{
		// it shouldn't be called, component is no longer valid
		return;
	}

	if(bIsPaused)
	{
		UE_VLOG(GetOwner(), LogHTNPlanner, Verbose, TEXT("Ignoring ProcessExecutionRequest call due to HTNPlannerComponent still being paused"));
		return;
	}

	//GEngine->AddOnScreenDebugMessage(-1, 1.5f, FColor::Yellow, TEXT("UHTNPlannerComponent::ProcessExecutionRequest()"));

	if(PendingExecution.IsValid())
	{
		ProcessPendingExecution();
		return;
	}

	if(NumStackElements == 0)
	{
		//BestPlan = nullptr;

		if(CurrentPlannerAsset->bLoop)
		{
			// finished execution of plan and we want to loop, so re-start
			RestartPlanner();
		}
		else
		{
			bIsRunning = false;
		}

		return;
	}

#if HTN_LOG_RUNTIME_STATS
	if(StartPlanningTime == FDateTime::MinValue())
	{
		StartPlanningTime = FDateTime::UtcNow();
	}
#endif // HTN_LOG_RUNTIME_STATS

	FDateTime PlanningStart = FDateTime::UtcNow();
	while(NumStackElements > 0)
	{
		// our stack is not empty
		FTimespan TimePlanned = FDateTime::UtcNow() - PlanningStart;
		if(TimePlanned.GetTotalSeconds() >= CurrentPlannerAsset->MaxSearchTime)
		{
			// we've spent our maximum allowed search time for this tick on planning, so need to continue some other time
			ScheduleExecutionUpdate();

#if HTN_LOG_RUNTIME_STATS
			CumulativeSearchTimeMs += TimePlanned.GetTotalMilliseconds();
			++CumulativeFrameCount;
#endif
			return;
		}

#if HTN_LOG_RUNTIME_STATS
		++NumNodesExpanded;
#endif

		if(PreviousPlan.IsValid())
		{
			UE_LOG(LogHTNPlanner, Warning, TEXT("%d nodes in data structure(s)"), NumStackElements);
		}

		if(bProbabilisticPlanReuse && bHitLeaf)
		{
			// we've hit a leaf node, so it's time to re-evaluate whether we're ignoring plan reuse probabilistically
			bHitLeaf = false;

			if(NumStackElements == PlanningStack.Num())
			{
				bIgnoringPlanReuse = false;		// not ignoring plan reuse if everything's still in the non-prioritized stack
			}
			else
			{
				bIgnoringPlanReuse = (FMath::FRand() <= ProbabilityIgnorePlanReuse);
			}
		}

		const FHTNStackElement StackTop = PopStackElement();
		
		if(StackTop.Cost + Cast<UTaskNetwork>(StackTop.TaskNetwork->Task)->
		   GetHeuristicCost(StackTop.WorldState, StackTop.TaskNetwork->GetMemory()) >= BestCost)
		{
			if(!bDepthFirstSearch)
			{
				// everything remaining in the heap will be at least as bad, and maybe worse
				PlanningStack.Empty();
				NumStackElements = 0;
			}

			if(PreviousPlan.IsValid())	// we're doing plan reuse
			{
				// verify that all of our values of maximum streak lengths among unprocessed nodes are still correct
				UpdateMaxStreakLengths();
			}

			continue;	// we won't find any improvements down this path
		}

		UTaskNetwork* TopNetwork = Cast<UTaskNetwork>(StackTop.TaskNetwork->Task);
		if(TopNetwork->IsEmpty(StackTop.TaskNetwork->GetMemory()))
		{
			// we've found a path leading to a legal, complete Plan
#if HTN_LOG_RUNTIME_STATS
			CumulativeSearchTimeMsTillLastImprovement = CumulativeSearchTimeMs + (FDateTime::UtcNow() - PlanningStart).GetTotalMilliseconds();

			if(BestCost == TNumericLimits<float>::Max())	// this means that this is the first time we find a valid plan
			{
				CumulativeSearchTimeMsTillFirstPlan = CumulativeSearchTimeMsTillLastImprovement;
				FirstPlanCost = StackTop.Cost;
			}
#endif
			BestPlan = StackTop.Plan;
			BestPlan->SetComplete(true);
			BestCost = StackTop.Cost;

#if HTN_LOG_RUNTIME_STATS
			DataCollector->FoundSolution(BestCost, StackTop.Plan->GetPlanSize(), StackTop.Plan->GetSearchHistory().Num(),
										 CumulativeSearchTimeMsTillLastImprovement, NumNodesExpanded);
#endif

			if(CurrentPlannerAsset->bIgnoreTaskCosts)
			{
				// the HTN Planner doesn't care about finding optimal plans, only about finding the first one
				PlanningStack.Empty();
				NumStackElements = 0;
			}
			else if(!bDepthFirstSearch)
			{
				// best-first search finds an optimal solution as first solution
				PlanningStack.Empty();
				NumStackElements = 0;
			}

			if(PreviousPlan.IsValid())	// we're doing plan reuse
			{
				if(bProbabilisticPlanReuse)
				{
					bHitLeaf = true;
				}

				// verify that all of our values of maximum streak lengths among unprocessed nodes are still correct
				UpdateMaxStreakLengths();
			}

			continue;
		}

		// find all tasks that share the highest priority amongst the tasks in the task network
		TArray<TSharedPtr<FHTNTaskInstance>> TaskInstances = TopNetwork->FindTasksWithoutPredecessors(StackTop.TaskNetwork->GetMemory());
		for(const TSharedPtr<FHTNTaskInstance>& TaskInstance : TaskInstances)
		{
			UHTNTask* Task = TaskInstance->Task;
			if(UPrimitiveTask* PrimitiveTask = Cast<UPrimitiveTask>(Task))
			{				
				if(PrimitiveTask->IsApplicable(StackTop.WorldState, TaskInstance->GetMemory()))
				{
					// prepare a new element for the stack where we'll have applied this primitive task
					FHTNStackElement NewStackElement;
					NewStackElement.Cost = 
						FMath::Max(0.f, StackTop.Cost) + PrimitiveTask->GetCost(StackTop.WorldState, TaskInstance->GetMemory());

					TSharedPtr<FHTNPlan> Plan = StackTop.Plan->Copy();
					Plan->AppendTaskInstance(TaskInstance);
					Plan->AppendSearchHistory(TaskInstance);
					TSharedPtr<FHTNTaskInstance> TaskNetwork = TopNetwork->Copy(StackTop.TaskNetwork);
					Cast<UTaskNetwork>(TaskNetwork->Task)->Remove(TaskInstance, TaskNetwork->GetMemory());
					TSharedPtr<FHTNWorldState> WorldState = StackTop.WorldState->Copy();
					PrimitiveTask->ApplyTo(WorldState, TaskInstance->GetMemory());

					NewStackElement.Plan = Plan;
					NewStackElement.TaskNetwork = TaskNetwork;
					NewStackElement.WorldState = WorldState;

					if(PreviousPlan.IsValid())
					{
						// we're doing plan reuse
						CurrentMatchingStreakLength = Plan->GetMatchingStreak(PreviousPlan, MinMatchingStreakLength);
					}

					AddStackElement(NewStackElement);	// TO DO maybe should explicitly Move the NewStackElement?
				}
				else if(PreviousPlan.IsValid())
				{
					if(bProbabilisticPlanReuse)
					{
						bHitLeaf = true;
					}
				}
			}
			else if(UCompoundTask* CompoundTask = Cast<UCompoundTask>(Task))
			{
				TArray<TSharedPtr<FHTNTaskInstance>> Decompositions = CompoundTask->FindDecompositions(*this, StackTop.WorldState, 
																									   TaskInstance->GetMemory());

				// regardless of which decomposition we pick, effect on plan will be the same
				TSharedPtr<FHTNPlan> Plan = StackTop.Plan->Copy();
				Plan->AppendSearchHistory(TaskInstance);

				if(PreviousPlan.IsValid())
				{
					// we're doing plan reuse

					if(Decompositions.Num() == 0)	// leaf node
					{
						if(bProbabilisticPlanReuse)
						{
							bHitLeaf = true;
						}
					}

					CurrentMatchingStreakLength = Plan->GetMatchingStreak(PreviousPlan, MinMatchingStreakLength);

					TArray<FHTNStackElement> NewStackElements;
					TArray<FHTNStackElement> NewFifoElements;

					for(int32 Idx = 0; Idx < Decompositions.Num(); ++Idx)
					{
						const TSharedPtr<FHTNTaskInstance>& Decomposition = Decompositions[Idx];

						// prepare a new element where we'll have decomposed this compound task
						FHTNStackElement NewStackElement;
						NewStackElement.WorldState = StackTop.WorldState;
						NewStackElement.Cost = StackTop.Cost;

						TSharedPtr<FHTNTaskInstance> TaskNetwork = TopNetwork->Copy(StackTop.TaskNetwork);
						Cast<UTaskNetwork>(TaskNetwork->Task)->Replace(TaskInstance, Decomposition, TaskNetwork->GetMemory());

						NewStackElement.Plan = Plan->Copy();
						NewStackElement.TaskNetwork = TaskNetwork;

						if(bProbabilisticPlanReuse && bIgnoringPlanReuse)
						{
							// probabilistically ignoring plan reuse, so no need to waste time computing streak lengths
							NewStackElements.Push(NewStackElement);
						}
						else
						{
							if(MaxCurrentMatchingStreakLength > 0 && CurrentMatchingStreakLength == 0)
							{
								// this element belongs in a FIFO queue
								NewFifoElements.Push(NewStackElement);
							}
							else
							{
								// this element belongs in a stack
								NewStackElements.Push(NewStackElement);
							}
						}
					}

					// first we'll add all the elements that belong in FIFO queues to their FIFO queues (in given order)
					for(int32 Idx = 0; Idx < NewFifoElements.Num(); ++Idx)
					{
						AddStackElement(NewFifoElements[Idx]);
					}

					// now we'll add all the elements that belong in some stack to those stacks (reverse order)
					while(NewStackElements.Num() > 0)
					{
						AddStackElement(NewStackElements.Pop());
					}
				}
				else
				{
					// we're not doing plan reuse
					// looping through Decompositions in reverse order so that they'll be popped off stack in correct order again
					for(int32 Idx = Decompositions.Num() - 1; Idx >= 0; --Idx)
					{
						const TSharedPtr<FHTNTaskInstance>& Decomposition = Decompositions[Idx];

						// prepare a new element for the stack where we'll have decomposed this compound task
						FHTNStackElement NewStackElement;
						NewStackElement.WorldState = StackTop.WorldState;
						NewStackElement.Cost = StackTop.Cost;

						TSharedPtr<FHTNTaskInstance> TaskNetwork = TopNetwork->Copy(StackTop.TaskNetwork);
						Cast<UTaskNetwork>(TaskNetwork->Task)->Replace(TaskInstance, Decomposition, TaskNetwork->GetMemory());

						NewStackElement.Plan = Plan->Copy();
						NewStackElement.TaskNetwork = TaskNetwork;

						AddStackElement(NewStackElement);	// TO DO maybe should explicitly Move the NewStackElement?
					}
				}
			}
			else
			{
				UE_LOG(LogHTNPlanner, Error, TEXT("UHTNPlannerComponent::ProcessExecutionRequest() encountered a Task that was neither Primitive nor Compound!"))
			}
		}

		if(PreviousPlan.IsValid())	// we're doing plan reuse
		{
			// verify that all of our values of maximum streak lengths among unprocessed nodes are still correct
			UpdateMaxStreakLengths();
		}
	}

	if(BestPlan.IsValid())
	{
#if HTN_LOG_RUNTIME_STATS
		CumulativeSearchTimeMs += (FDateTime::UtcNow() - PlanningStart).GetTotalMilliseconds();
		++CumulativeFrameCount;

		CumulativeSearchTimespan = FDateTime::UtcNow() - StartPlanningTime;

		// print runtime stats
		//UE_LOG(LogHTNPlanner, Warning, TEXT("Cumulative Search Timespan = %.2f ms"), CumulativeSearchTimespan.GetTotalMilliseconds());
		UE_LOG(LogHTNPlanner, Warning, TEXT("Cumulative Search Time = %.2f ms"), CumulativeSearchTimeMs);
		UE_LOG(LogHTNPlanner, Warning, TEXT("Cumulative Search Time Till Last Improvement = %.2f ms"), CumulativeSearchTimeMsTillLastImprovement);
		UE_LOG(LogHTNPlanner, Warning, TEXT("Cumulative Search Time First Plan = %.2f ms"), CumulativeSearchTimeMsTillFirstPlan);
		//UE_LOG(LogHTNPlanner, Warning, TEXT("Cumulative Frame Count = %d frames"), CumulativeFrameCount);
		UE_LOG(LogHTNPlanner, Warning, TEXT("Num Nodes Expanded = %d"), NumNodesExpanded);
		UE_LOG(LogHTNPlanner, Warning, TEXT("Cost of first plan found = %.2f"), FirstPlanCost);

		if(PreviousPlan.IsValid())
		{
			UE_LOG(LogHTNPlanner, Warning, TEXT("Longest matching streak = %d"), 
				   BestPlan->GetLongestMatchingStreak(PreviousPlan, MinMatchingStreakLength));
		}

		DataCollector->OptimalityProven(CumulativeSearchTimeMs, NumNodesExpanded);
#endif

		// we have a complete plan, so we'll want to execute the next task in the plan
		UE_LOG(LogHTNPlanner, Warning, TEXT("Found Plan with size = %d, cost = %.2f, search history size = %d!"), 
			   BestPlan->GetPlanSize(), BestCost, BestPlan->GetSearchHistory().Num());
		if(CurrentPlannerAsset->bExecutePlan)
		{
			PendingExecution = BestPlan->GetTaskInstanceToExecute();
			ProcessPendingExecution();
		}
		else
		{
			bIsRunning = false;
		}
	}
}
コード例 #21
0
bool FHTTPTransport::SendPayloadAndReceiveResponse(TArray<uint8>& In, TArray<uint8>& Out)
{
	RecieveBuffer.Empty();
	ReadPtr = 0; 

#if !PLATFORM_HTML5
	
	if (GIsRequestingExit) // We have already lost HTTP Module. 
		return false; 

	class HTTPRequestHandler
	{

	public:
		HTTPRequestHandler(TArray<uint8>& InOut)
			:Out(InOut)
		{} 
		void HttpRequestComplete(	FHttpRequestPtr HttpRequest, FHttpResponsePtr HttpResponse, bool bSucceeded)
		{
			if (HttpResponse.IsValid())
				Out.Append(HttpResponse->GetContent());
		}
	private: 
		TArray<uint8>& Out; 
	};

	HTTPRequestHandler Handler(RecieveBuffer);

	HttpRequest->OnProcessRequestComplete().BindRaw(&Handler,&HTTPRequestHandler::HttpRequestComplete );
	if ( In.Num() )
	{
		HttpRequest->SetVerb("POST");

		FBufferArchive Ar; 
		Ar << Guid; 
		Ar.Append(In); 

		HttpRequest->SetContent(Ar);
	}
	else
	{
		HttpRequest->SetVerb("GET");
	}

	HttpRequest->ProcessRequest();

	FDateTime StartTime; 
	FTimespan Span = FDateTime::UtcNow() - StartTime; 

	while( HttpRequest->GetStatus() != EHttpRequestStatus::Failed && HttpRequest->GetStatus() != EHttpRequestStatus::Succeeded &&  Span.GetSeconds() < 10 )
	{
		HttpRequest->Tick(0);
		Span = FDateTime::UtcNow() - StartTime; 
	}


	if (HttpRequest->GetStatus() == EHttpRequestStatus::Succeeded)
		return true; 

	HttpRequest->CancelRequest();

	return false; 
#else  // PLATFORM_HTML5

	FBufferArchive Ar; 
	if ( In.Num() )
	{
		Ar << Guid; 
	}

	Ar.Append(In); 
	unsigned char *OutData = NULL; 
	unsigned int OutSize= 0; 

	bool RetVal = true; 

#if PLATFORM_HTML5_WIN32
	RetVal = HTML5Win32::NFSHttp::SendPayLoadAndRecieve(Ar.GetData(), Ar.Num(), &OutData, OutSize);
#endif 
#if PLATFORM_HTML5_BROWSER
	UE_SendAndRecievePayLoad(TCHAR_TO_ANSI(Url),(char*)Ar.GetData(),Ar.Num(),(char**)&OutData,(int*)&OutSize);
#endif 

	if (!Ar.Num())
	{
		uint32 Size = OutSize;
		uint32 Marker = 0xDeadBeef; 
		RecieveBuffer.Append((uint8*)&Marker,sizeof(uint32));
		RecieveBuffer.Append((uint8*)&Size,sizeof(uint32));
	}


	if (OutSize)
	{
		RecieveBuffer.Append(OutData,OutSize); 

#if PLATFORM_HTML5_WIN32
		free (OutData); 
#endif 
#if PLATFORM_HTML5_BROWSER
		// don't go through the Unreal Memory system. 
		::free(OutData);
#endif 

	}

	return RetVal & ReceiveResponse(Out); 
#endif 
}